WSJ had a front page (!!!) story on Friday called “To Find a Mate,
Raid a Dungeon Or Speak Like an Elf” that tells of people who have met their significant others in MMOGs. Luckily, it’s not written as a puff piece or a “hey, look at these weirdos” piece but seriously considers the fact that people really can get to know one another pretty well in a MMOG setting. Not that it’s as satisfying or fulfilling as real life, but that it can allow for much more insight into another’s character than their profile on eHarmony.

I think a major factor is that these games (for the most part) aren’t about dating (or job hunting or any other RL relationship/pairing endeavor, for that matter) but some other goal. On a dating site — or a date — both parties are generally on their very best behavior, but you don’t get to see what they’re like in a stressful or non-romantic goal-oriented situation. But in a goal-driven MMOG you do.

One interesting statistic I hadn’t yet seen: “Yankee Group, a Boston technology-research firm, estimates that MMOGs, which can be played simultaneously by thousands of people using the Internet, are played by 25 million to 30 million people world-wide.”

Unfortunately, the article likely won’t be readable without a subscription for more than a few days, but here’s a chunk:

http://online.wsj.com/article_email/article_print/SB114980862872575564-lMyQjAxMDE2NDA5OTgwMDk4Wj.html

David Knife, 32, fell in love with his wife, Tracy, 30, while playing Anarchy Online, a science-fiction game. Mr. Knife says he was impressed by her leadership skills. Ms. Knife, who in the game led a guild of about 50 players, “was very motherly to many of the players,” he says. “It’s the way she controls everyone by still being very nice.”

He also liked her use of emoticons, the symbols in text messages that denote kisses or hugs, among other things. “She was very forward in the game, especially with me,” he says.

In August 2004, about six months after they met in the game, her character proposed to Mr. Knife’s. That prompted Mr. Knife to inquire about a possible relationship outside the game, even though he is an Australian, who was living in Melbourne, Australia, and she lived in Red Lion, Pa., where she was raising a daughter after a divorce.

They started talking regularly using an online voice-chat service and said “I love you” before they met in person. “We have very similar personalities,” says Ms. Knife. “We’re both kind of computer geeks.” In February last year, Mr. Knife flew to Pennsylvania for a two-week vacation and proposed on Valentine’s Day.

“I have to remember two wedding days and two engagement days,” says Mr. Knife. The couple were married in January and live in Red Lion.

Ava Lowrey is a 15 year old girl in Alabama, which is not exactly a bastion of tolerance and independent thinking, so her website, “Peace Takes Courage,” is all the more remarkable for it.

Whether or not her expression of faith or politics is fully informed or “mature” is beside the point. She’s crafted what amounts to powerful commentary — a sort of quiet polemic — about the insanity of our current political leadership.

Her work illustrates the power of the Internet, as well. That she could express what she does and have it immediately available to the globe.

Evidently, this young lady has received death threats and expressions of vitriolic hate from people who call themselves “Christian.”

These bits of media are, indeed, hard to watch. But truth often is, no?

http://peacetakescourage.cf.huffingtonpost.com/

The Science Of Desire

The beauty of ethnography, say its proponents, is that it provides a richer understanding of consumers than does traditional research. Yes, companies are still using focus groups, surveys, and demographic data to glean insights into the consumer’s mind. But closely observing people where they live and work, say executives, allows companies to zero in on their customers’ unarticulated desires. “It used be that design features were tacked on to the end of a marketing strategy,” says Timothy deWaal Malefyt, an anthropologist who runs “cultural discovery” at ad firm BBDO Worldwide. “Now what differentiates products has to be baked in from the beginning. This makes anthropology far more valuable.”

This is mindblowing. Take a bit of time to read about it and let your head wrap around the idea for a bit.

At first, it looks like another one of those hokey “three-dimensional OS” ideas — but the architecture behind it is anything but. Essentially, it’s a peer-to-peer generated massively shared metaverse-as-operating-system. The implications make my brain hurt.

The Croquet Project

Croquet was built to answer a simple question. “If we were to create a new operating system and user interface knowing what we know today, how far could we go?” Further, what kinds of decisions would we make that we might have been unable to even consider 20 or 30 years ago, when the current operating systems were first created? We decided that it was time for an existence proof that innovation could still continue and succeed on the personal computer. We felt that the very definition of the personal computer and its role needed to be shifted from a single-user closed system to a next generation broadband communication device.

More here as well: http://www.opencroquet.org/about_croquet/index.html

Also, Microsoft’s John Scoble blogs about it, open-mouthed.

Evidently the company behind this is called Qwaq … and it’s funded by modern-OS grandfather, Alan Kay.

(found via 3pointD)

Annual Bock Fest & Goat Race

Sly Fox Goat Race 2006

There’s gonna be a goat race! I didn’t know about it until Laurie sent me the link.

Why a goat race, you ask? Well, evidently “bock” means “goat” in German, and bock being an especially German beer, lots of them have goats on their labels and such. So the odd association was born.

As an adoptee who is also a fan of AM Homes, I was astonished I hadn’t seen this yet.

AM Homes: The Mistress’s Daughter

I follow up with a call. Her voice is low, nasal, gravelly, vaguely animal. I tell her who I am and she screams, “Oh, my God! This is the most wonderful day of my life.” Her voice, her emotion, comes in bursts, like punctuation—I can’t tell if she is laughing or crying.
The phone call is thrilling, flirty, like a first date, like the beginning of something. There is a rush of curiosity, the desire to know everything at once. What is your life like? How do your days begin and end? What do you do for fun? Why did you come looking for me? What do you want?
Every nuance, every detail, means something. I am like a recovering amnesiac. Things I know about myself, things that exist without language—my hardware, my mental firing patterns, parts of me that are fundamentally, inexorably me—are being echoed on the other end, confirmed as a DNA match. It is not an entirely comfortable sensation.
“Tell me about you—who are you?” she asks.

I have to say, it felt powerfully similar to my own experience of meeting my birthparents — but also entirely different. Mine are actually very considerate and kind people.

Homes’ essay is pretty amazing though. Downright devastating.

Coworker & colleague Priyanka alerted me to this conference, which is relevant to my Summit presentation: DIS2006 | workshop | Designing Interactive Systems

The game industry is often involved in game-specific game design methodologies and academics are concerned with theoretical foundations. The goal of this workshop is to start a dialogue between the two communities and generate general themes and underlying theories. These theories will serve to aid game designers in constructing games, and help tool designers build tools that allow designers to focus on critical issues.

While my presentation was about conventional software design learning from game design and how upcoming users behave in game environments, this focuses in a different direction: getting the world of game design to leverage academic research & knowhow, and to get conversations going between the two communities.

Fascinating stuff… it’s just over in Pittsburgh; it’d be fun to go.

There’s a lot of buzz about the BBC’s recent announcement:
MediaGuardian.co.uk | Media | BBC unveils radical revamp of website

The BBC today unveiled radical plans to rebuild its website around user-generated content, including blogs and home videos, with the aim of creating a public service version of MySpace.com.

I’ve been hearing a lot of talk lately about the difficulties newspapers and traditional broadcast news and information outlets are facing due to the explosion of the Web. And by explosion, I mean not the ecommerce fixation of 6-7 years ago, but the sort of afterboom of the social web. How Craigslist is eating the lunch of local newspapers, because (according to Craig, and I’m paraphrasing him here, from the very excellent interview I heard via podcast) newspapers are supposed to be a community service, and that’s how they work best and how a community values them most.

The authority they derive in their news coverage is an after effect of how well they make themselves into an essential social organ.

The BBC sees this clearly and is doing something about it … rather than whining about the changing world and trying to sandbag against it, they’re adopting the new paradigm.

And that new paradigm is the peer-to-peer world. A relatively new book, “The Wealth of Networks,” takes Metcalfe’s law seriously, and explains the point that many others have been making for a while. From an interview at Open Business:

By “commons-based peer production” I mean any one of a wide range of collaborative efforts we are seeing emerging on the Net in which a group of people engages in a cooperative production enterprise that effectively produces information goods without price signals or managerial commands.

The interview goes on to cover the non-monetary incentives for this kind of co-production. Any enlightened HR person will tell you, though, that similar non-monetary incentives have always been primary drivers for workers; it’s what makes people care about what they’re doing. Getting paid is necessary, but it’s not the immediate incentive every minute of the work day. (If it *is* the main incentive of most workers in an organization, the organization is doomed.)

But enabling people to work this way is something most organizations aren’t used to doing. Which is why there’s an exponential increase in interest about “social software” and how to use it for business. I’m a big fan of the stuff, but it’s only as good as the organization using it: like any other software, it doesn’t fix anything on its own, it only gives people more opportunities to fix things together.

Maybe this is why CFO magazine has an article just a few days old about “Office Collaboration, the Wiki Way.” Maybe it’s why Kleiner Perkins is backing Visible Path’s vision to take social software to the serious corporate world? And maybe it’s why Forrester has an online session happening tomorrow called “Social Computing: How Networks Erode Institutional Power, And What to Do About It” with a blurb like this:

Easy connections brought about by cheap devices, modular content, and shared computing resources are having a profound impact on our global economy and social structure. Individuals increasingly take cues from one another rather than from institutional sources like corporations, media outlets, religions, and political bodies. To thrive in an era of Social Computing, companies must abandon top-down management and communication tactics, weave communities into their products and services, use employees and partners as marketers, and become part of a living fabric of brand loyalists.

(The report from February is for sale here.)

A lot of this might be a little far-fetched. People and institutions don’t change overnight, and certain pockets of corporate culture have more inertia than others. Still, it’s one thing to talk about it like it’s the sci-fi future: then it’s just theoretical and not especially pressing. But it’s another to see it happening all around you. That’s when it’s time to at least have a strategy.

Ubiquitous computing research from AIGA

AIGA – Augmenting the City: The Design of a Context-Aware Mobile Web Site

The produced solution augments the city through web-based access to a digital layer of information about people, places and activities adapted to users’ physical and social context and their history of social interactions in the city.

Thanks to Irene Wong who pointed me to this article at HBS from a couple of years ago. I haven’t managed to read the “Gamer Generation” book yet, but it sounds like I really should have.

Managing the Gamer Generation : HBS Working Knowledge

This is one of the huge points creating the generation gap. Gaming is actually much more social than boomers understand. A lot of it is very social, done with friends, and now increasingly, over the Internet. Maybe as a result, gamers really value other people—more than people who didn’t play games growing up. They also firmly believe in a team environment. But they’re not egalitarians—they believe someone should lead, they are generally happy to do it, and they have more skills than other people their age, more fluency with different leadership styles.

I had a blast presenting Clues to the Future as an IA Institute redux session today via phone, gatherplace.com and campfirenow.com. It was a little awkward, honestly, because I haven’t done a presentation that way before. But people were very accomodating.

And some of them had some very cool suggestions about some relevant articles and such, so I’m sharing a couple of them here.

Rules of Play – The MIT Press

Putting the Fun in Functional: applying game mechanics to functional software

The dedicated people who publish UXmatters have launched their April 2006 Issue, with a focus on covering the Vancouver IA Summit.

There are quite a few thorough summaries and reviews of some of the best parts of the conference. I was honored to be asked to review the Conceptual Comics workshop I attended that Friday.

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